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path: root/scene/gui/tree.h
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2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-26Popups have also been converted to windowsJuan Linietsky
Controls using the old modal API have been replaced to use popups.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-02Fixes add group in Group Editor dialogHaoyu Qiu
Before this fix, new group can't be created if any existing group starts with the new name.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-11-20Fix some overflows and unitialized variablesRafał Mikrut
2019-10-04Merge pull request #22834 from lupoDharkael/recursive-itemRémi Verschelde
Add call_recursive method to TreeItem
2019-09-26#14011: Implement `TreeItem.get_button_tooltip(column, idx)`.Nolan Darilek
When added to `TreeItem`, buttons are given tooltips. When returned via `get_button(...)`, however, the button is a `Texture` and the tooltip information isn't included. For accessibility purposes, it is useful to have access to the tooltip text. As such, we can retrieve a button's tooltip to use as a button label.
2019-09-20Remove an unused icon and constant in TreeHugo Locurcio
2019-09-04Add call_recursive method to TreeItemlupoDharkael
2019-08-24Tree: fix and expose icon modulationmerumelu
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-07-09TreeItem: Rename new button disable method to set_button_disabledRémi Verschelde
Follow-up to #30408. Also sync classref with current source.
2019-07-07TreeItem: Added a setter for the disabled-property of buttonsMeriipu
2019-05-31Improvements to incremental searchTomasz Chabora
2019-01-14Defer activated signal after tree has been traversed.Juan Linietsky
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-14Fix tree item editable cell not updating when windows was resizedGuilherme Felipe
2018-11-18If using relationship lines (now default) hide guides.Juan Linietsky
2018-09-27Fix warnings about unhandled enum value in switch [-Wswitch]Rémi Verschelde
Fixes GCC 5 warnings of the form: core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch] core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch] Those can be trivial cases where adding a default fallback is the solution, or more complex issues/hidden bugs where missed values are actually meant to be handled.
2018-09-23Removed obsoleted core/helper/value_evaluator.h and moved math_fieldwise to ↵DualMatrix
core/math/ Removed obsoleted core/helper/value_evaluator.h and moved math_fieldwise to core/math/
2018-09-03Change return value of Tree.create_item() from Object to TreeItemKelly Thomas
2018-02-23Tree now uses UI actions instead of keysFabio Alessandrelli
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-26Removed the InputEvent ID field, which was unused and can cause bugs.Juan Linietsky
2017-12-18Add functionality to insert tree item.Ray Koopa
2017-11-27Some improvements to file/dir open/save dialogs:Dmitry Koteroff
1. Removed "..", instead you now will see "Select Current Folder" and "Select this Folder" buttons. 2. Added "go to parent folder" (^) button to Save a File dialog. 3. Tree.cpp: "nothing_selected" signal has been re-made (previous implementation, merged in #13308, wasn't optimal in context of performance) 4. Fixed issue in Project Export dialog: MODE_SAVE_FILE wasn't set when you click "Export". 5. Now you can deselect items by clicking on empty space in Open a Directory dialog.
2017-11-04In Create New Node, always select and show best (shortest) matchBernhard Liebl
2017-09-28Several visual improvements.Daniel J. Ramirez
Added proper label sizing Improved text editor status bar Fixed some issues with ItemList and also some style fixes Added background to color picker samples (the mrcdk fix) Fixed slider ticks. Added VS breakpoint and error styleboxes.
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-05Add custom minumus height to TreeItemGeequlim
And expose the method `get_drop_section_at_pos` of Tree
2017-09-02Fix typos 'a' and 'an'Poommetee Ketson
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-18-Volume sliders, mute, solo and fx bypass are functional, closes #9021Juan Linietsky
-Fixed tree reselect, makes reselecting an audio bux FX work
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-10Inspector: Right click on resource opens sub-menu.Andreas Haas
Fixes #9052
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-06-25-Added folding to property editor, persistent on objects it editsJuan Linietsky
-Some changes to tree to support this properly
2017-06-04Removed stupid right arrow to edit resource. Now simply click it..Juan Linietsky
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-26Tree: Ability to add tooltips to TreeItem buttons.Andreas Haas
Adds a tooltip parameter to `TreeItem::add_button()` and set a few tooltips in the Project settings and SceneTree dock.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code